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Topic: why don't we make it ourselves? (Read 37180 times)
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Lachie Dazdarian
Zebranky food
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I actually like Tim's idea. It's similar to the path I have in mind. I'm deeply convinced that replaying SC 2 in any way is a very, very bad idea. We need a new main foe, not Ur-Quans all over again.
But I don't agree with your second post and I'm with Shiver on this. Democracy in ambitious game design projects DOES NOT WORK. Especially if this is a fan made project.
Once again, I think this will only work if someone (one, two persons) steps in with a notable amount of already done work, preferably completed melee engine and start of the actual game, interesting premise (that won't pull off the majority of fans) and some quality gfx. After that, if the project deserves it, interested parties will start to offer their work and will only feel a need to exercise their creative freedom in the preset framework. And this only works when someone comes in with a notable amount of work done and an attitude that he/she knows what he/she wants.
Anyway, I would like to see more people interested in making various smaller games in SC 2 universe. That can work.
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Cedric6014
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What's wrong with the melee engine?
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general_klefenz
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All right, i'm gonna make a strategy game like SC1. The battle engine is ready, now is time for the AI. I´ve alredy posted a file with the GM source, so if you can code in that language (similar to basic) code the AIs. There are 25 AI, and I just coded 2, the Earthling and the Vux. The sprites are ready, I'm going to code a strategy star cluster.
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general_klefenz
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actually it has elements of both of them
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Mentalflows
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Hello!
Well, i was at old team that released last official release ver. 0.5 In 2000 i left probject, because of diploma. And i didn't come back, due to the only reason - no project leader. The story of project was simple: There was a lider and one of the founders - theFly. While he was near - project moved forward..slowly, but forward. After 0.5 version he left project "for some time" and never came back. That was real start of the end. Team Biege and etc - all these things were formed after that. After that project never had real project leader. There were few people that tried to work/mind together. Engine of 0.5 version of melee was enough to start work on full game. Basic AI was implemented, so the last task - bugs fixing. I'm sure that problem was - no real progress on game, but improvment / tuning / featuring of melee. It can be endless story actualy. But melee is only part of game.
BTW, at theFly times.....there was not democracy. And that's the only way to success. Democracy is the way to anarchy and chaos. Especially at IT projects. There must be person, who can finalize all thoughts and create the vision of next things. Or you will get few "almost imdependent" groups
If i would like to start from zero: 1) downloaded v0.5 of timewrap (or first unofficial update with basic AI), but not any other later releases - it was wrong way. it was way of Melee-Game, but not the game that has melee.
2) ported it to SDL (simple direct media), because allegro is "toy". Btw, there was a man who almost ported to SDL, "kboom", if i didn't miss something.
3) started to work on game part, because melee is enought.
Or as other variant - used graphics from TimeWrap. You will not be able to collect all 3D models, but all graphics - bitmaps with transparent mask. Quite easy task to convert for any favorite format. Of course with credits to TimeWarps and peoples who drew it - Tsing and others. Why that graphics? I think it's still good quality....for current days too.
- There is a previous fan-based effort to create a sequel, which is called TimeWarp. The project stalled years ago, but you might be able to scrounge up some helpers over on their forum, if there's still anyone left. Timewarp demonstrates some of the difficulties inherent in creating a sequel this way. They managed to get the melee off the ground, but the actual game mechanics and story dragged on for years and pretty much never amounted to anything. Different opinions on story and gameplay issues eventually led to the project splitting off into several directions, none of which amounted to more than several melee engines.
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Pages: 1 ... 6 7 [8]
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